We have a lot of discussions lately about competitive play versus public play.
I think one problem is that different players have a complete different opinion what competitive play for a game like the Dirty Bomb means.
For me, the nature of this game is to have the best teamplay possible to achieve the objectives as fast as possible. The attacking team of 5 or 6 players must be able to use all weapons and abilities of the different classes at their disposal to break the defence. The team must know exactly how to break all kind of defence at all part of the map in a shortest time possible. The more different weapons and abilities you have at your disposal to attack or to defend, the more skill the team needs to master all this options. Competitive play in an objective and teamplay based shooter does not mean running, jumping and shooting only. This is an important part, but it is not the main part. The main part is teamplay and coordination of attack and defence of the objectives with different weapons and classes.
For me, people asking to reduce the number of different weapons and different abilities, are people who ask to make the game easier. Because they are not able to master more classes than just the medic and more weapons like just a gun and because they do not want to learn more than just one way to attack or to defence as a member of a team, they want to castrate the game and reduce the different tactical options to “medic with a gun” only.
So for me the difference between competitive play and public play is not the number and kind of weapons that are used, but competitive play means the ability to play together as a team using all the weapons and classes in a smart way in order to win. (and this teamplay you do not have on public and that is the difference)
And of course you need to be able to run and shoot and jump, otherwise the best teamplay and tactic cannot make you win.
And of course the maps must be well enough designed and the weapons and classes well enough balanced that it is not possible in a competitive 5:5 game to spam some point of the map to easily get a full hold.
But removing weapons and abilities means removing tactical depth and is making the competitive play dumber and not better. It is like reducing rock vs paper vs scissor to rock vs rock only. And that is not smart.


Mines should just take half or 2/3 of Hp as the rest of the abilities (except for some major tier 3 stuff, which gives more emphasis on them). So the player who stepped into a mine/trap/ability he has still a chance to react, even when its small but still bigger than being instakilled by a mine.